• Oztea 1939 Global

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    @wc_sumpton right on thanks again. I'll give it a go
  • How do I call new nations in World War 2 v5 SE?

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    SchulzS
    You need to name it Chinese instead China for the easiest way to bring China. Then copy the XML and give a different name. Then examine the XML. It is not complicated.
  • NWO and NWO 5 nations victory condition

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    RogerCooperR
    Many scenarios have no victory condition defined.
  • AA50 with Maintenance

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    Moved to Maps & Mods.
  • Spring 1942

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    zoozocZ
    Oops, I think I spoke in ignorance here. I didn't realize that there are two editions of "Spring 1942". I apparently own the 1st edition. The 2nd edition does indeed appear to be "World War II v5"
  • Can someone make/find a few icons for me?

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    No one has replied
  • War at War changes

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    SchulzS
    Upkeep is possible to implement, the important one is finding good upkeep/cost ratio and in my experiences with upkeep, it works best with 5%-10%. For example infantry cost is 2 and 0.1 upkeep (5%) would work perfectly. But armour upkeep should be definitely higher than 5% but still should not be higher than 10%. Yes, draw means nobody wins and nobody lose pretty much same with chess. Because of the cumulative aspects of games, the loser side really cannot turn the tide of the war and the fate of the games always seales in the middle of games and just there should have been draw option that gives a good reason the loser side to continue.
  • Fallen Empire

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    SchulzS
    @alkexr I was trying to make upkeep as visible source in the purchase screen in my map like that but couldn't find a way because its not a resource. I am using <option name="createsResourcesList" value="-x:PUs"/> tag to represent upkeep. Wondering is turning into supply like this system the onyl way to make is visible?
  • Fixed Scenarios from the Repository

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    RogerCooperR
    @ff03k64 I don't remember exactly. With the way TripleA runs now, it easy to find which images are missing.
  • Oztea 1942 needs to add "Original Owners" for territories

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    @JOSEPH-PRINCE border-gore is aptly named lol I think i got em all. Uninstall and reinstall and you should be good to go. I added a notification at game start with version and date as I didn't do a yaml PR. I must of spaced it's own thread so we'll just make this it for the future
  • world at war with red dot units

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    A
    Thank you very much
  • Which mods have tech trees like age of tribes?

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    Teddy SelfT
    Thanks for the info, if anyone is interested in this scenario I have altered just tell me where to upload it. You will play as northern starting on turn 2.
  • Need Relief Tiles

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    MirkoBrunerM
    @Schulz Nice, I have added to shades of "shores" so far but I still don't know exactly what it would be the best approach. Thanks!
  • Churchill's 1939

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    RogerCooperR
    @JOSEPH-PRINCE Try this http://www.rogercooper.com/churchills_1939.zip There is no point to sending the xml, as I have not changed the xml. To make this work, you will need to create art for antitank and tank_destroyer. I don't know of any scenario that used those unit types. The Benelux flag is from https://en.wikipedia.org/wiki/Flag_of_Benelux.
  • Operation Unthinkable and Operation Dandelion

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    RogerCooperR
    @Major-Arcana The historical situation was fairly interesting. With many US troops withdrawn from Europe, the British government was estimating the Soviets had a 2.5 to 1 superiority in ground forces, but the Allies were superior in the air. Could the British hold the line until the US redeployed? A good scenario for Europe-only game, especially with more realistic air rules. For a world game, one could add Communist guerillas popping up and the Japanese continuing the Pacific war.
  • new_world_order_lebowski_edition missing image

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    @LaFayette I could also just leave it white and let Russia have a special one. I don't know how to hue shift.
  • Iron War: Europe - Official Thread

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    F
    Been playing Europe instead of the whole world. Couple of thoughts. I am playing all of one side against the AI. Seems to favor the axis quite a bit. As the allies it went to turn 15 before i was tipped the scales. As axis, i feel like i am in the winning position on turn 5, just a matter of time. I think part of that is the size of the navies. The rally points from IW could be a good addition to this map. USA had difficulties finding a place to put a new factory. Germany and USA had fairly similar colors. Germany was also similar to one of the Balkan nations, but that isn't as big of a deal, as they are allied. After like 2 turns, iron was not much of a factor for me. I don't know how much you wanted that to be a factor, but the fuel is what really limits things for me. AI seems to use more of its iron though. SS troops seem to need a higher TUV value. They are picked first for casualties.
  • Question about triggers

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    @Mas-N invert values: true or false. default if missing is false. if true, this attachment's condition will be reversed (does not reverse the effect). line 2922 of POS2. Wouldn't that do what you want? Or am i reading something wrong?
  • Single Player Maps

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    RogerCooperR
    @AprilForever It is fun to play Australia and to optimize its play. Well-timed attacks and retreats can throw the Japanese off-balance and divert the Japanese enough to give the Allies victory. I general, it is more fun to play one of the Allies with everyone else on AI and try to depend on your AI allies.
  • World War II v5 1942 Second Edition

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    SchulzS
    I've saw overall negative views for this map campared to revised and anniversary no idea if it because of balance or fun issue. The vanilla one is biased towards Axis. Even inTR set up they still give 6 bid to allies. I think it would be better with Italian presence and reducing armour cost to 5.

Recent Posts

  • @Vendetta said:

    Hopefully, once you’re far enough along in development, you can share a play by play of a test game as a demonstration.

    Very curious too

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  • @ubernaut said:

    @malmessi no reason to be playing 2.8 imo

    I am playing 3.0
    But still checking old 2.8 pdf manual and I was looking for a place to find all the changes joined together, the online game help is perfect

    read more

  • @alkexr hi gent, I’d like to report 2 issues
    1: Saruman’s mountain troops are unable to pass through friendly mountainous territory to launch an attack. Is this intended behavior? same thing happens in mordor's turn when a non-mountainer tried to move and attack gondor.
    2: i think the acient tower and acient walls and fortress are goood in old versions, why are u removing them?

    btw, i'd like to join the map test if u agree.
    thanks

    read more

  • Some updates to the map.

    image.jpeg

    The above is the start of round 1.

    I've been doing some play testing. Play testing is revealing that some of the stuff is working as I'd wanted. That makes me very happy. But it's also revealing a lot of stuff which needs to be corrected. Like, a lot of stuff.

    In my test game, Germany pushed east into the Soviet Union. At first there was good German progress. But the USSR starts the game with two or three turns worth of MPs, and it has the largest MP income of anyone in the game. It used that massive stockpile of MPs to buy huge amounts of conscripts. Conscripts cost MPs only. No PUs. This allowed the Soviets to come up with a stack which could stand up to the German onslaught. The Soviets have a good PU income, so they're able to combine non-infantry units with their conscripts.

    Something similar happened in China. Good initial progress by Japan. However, China also has access to lots of MPs, and also used that to buy conscripts. China doesn't have a lot of PU income, but what it did have it used to purchase good defensive units like heavy guns. The result was good initial Japanese progress into China, followed by a slowdown due to China's stack getting big.

    Germany and Japan used dive bombers to strafe Soviet and Chinese soldiers, respectively. However, dive bombers start the game with a range of only 3. It is necessary to research "extended range" tech to get that range up to 4. At a range of 3, you're only able to hit targets at the very edge of the front. If there was no big stack at the edge of the front, Axis dive bombers could not be used to full effect. The conscripts grew in number, quickly, without being trimmed back very much by dive bombers. Lesson: it might be a very good idea for Germany and Japan to set Piston technology as a primary research priority, at least until they get extended range.

    Another problem: Japan does not go to war against the U.S., U.S.S.R., or the U.K. until round 3. In the meantime, Britain built a factory in Singapore, and another in the East Indies. Trenches and heavy guns for those factories. Those things were supposed to be easy money for Japan. Instead they were turning into British bases for its upcoming war against Japan.

    Germany and the USSR each built a specialized production center (SPC) on round 3. The Soviet Union had unlocked KV-2 tech, and was looking forward to receiving its one heavy tank per turn. Germany hadn't yet unlocked Panther tech, which meant that Germany's SPC would have produced nothing for at least a little while. A player error on my part for building Germany's SPC too early. But also a GUI problem, because the game should warn you if you're about to build an SPC which won't become useful until later.

    read more